Kaljamaha's Map Check scriptLink updated
This particular utility will output analysis into a tab-separated text file that can be pasted into a spreadsheet program like Excel or Open Office Calc and then easily inspected using filters. Great for analyzing a map file and checking nostarts. Requires Perl to be installed on the computer.

Is there an up-to-date version of the mod manual that contains all the new commands and the ones that do and don't work up to the current patch? I know the current mod masters could probably update the original in a heartbeat, but I wouldn't even know where to start.

No, I don't think there is. The modding aspect of the game is currently a bit of a mess with some commands not working, new commands having been added but things not necessarily updated and other such.

Getting a concentrated burst on getting that right might be a good thing. I've got the typo fixes to do, but after my trip to Italy, I may tackle that. It comes with the bug list territory and you might as well pay attention to documentation at the same time.

I have written a small awk script that Sombre requested which lists all the ID numbers which are used in a mod file. ID numbers which are being used more than once will be listed as often as they appear, too. Makes it easy to find overlaps...

Since its small I will also attach it for the people coming from countries like China who seem to have problems reaching my site. But the next patch will make that one bad. The one on my site I might get around to updating.

__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)

Gandalf - have I told you how to make a self-updating AllUnits map yet? You can have as many units as you want, you just have to have a mod enabled that adds a new monster with an ID number higher than the highest unit in there.

Actually that seems hit-or-miss for me. I achieved it partially gaining a province with thousands of what seemed like filler units. But the previous province still caused a crash. So apparently, If i ensure that the last province extends from legal units up to the filler units then it wont crash. I just havent fiddled with it enough to do that.

Feel free to fix the AllUnits and we will make yours the official maintained one (I didnt want that anyway)

__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)